Axis & Allies Wiki

Download Settlers: Age of Tribes

 

Introduction

This is the time before the current settlers of Age of Tribes.

It is a time of Good versus Evil with the Dragonkin caught in the middle.



Win Conditions

Economic Victory is achieved by Good, Evil or Dragonkin alliance collecting 275 PUs.



General Information

The map has random starting territories for each faction, so hopefully it has replay value.



It is a medium sized map intended for;

·         solo play

·         2 v 2 play

·         there are 3 alliances, so 1 v 1 v 1 can play

·         3 v 3 is also very playable




The Factions

The Good Alliance

Imperial          Humans, versatile money makers

Dwarf              Defensive behind their castles

Elf                   Defensive hiding in their living forests

Celestials        Heavenly foe of the Demons, dealing retribution from their mobile Portals



Dragonkin Alliance   it was their land before the invaders (Settlers) arrived



The Evil Alliance

Al Anfa           Corrupted humans, ruled by their Demon summoning Sorcerers

Orcs                Debased bipeds bred for war

Undead          Necromancers kill their population at 30 and they become an undead

unit.

Demons          Hellish foe of the Celestials, summoned by their Sorcerers




Features

Dice are 8-sided.



Turn sequence, Combat Moves, Non-Combat Moves, Purchases then Placements.



Land, sea and air battles can only last up to 3 battle rounds.



Factions may build (Lgt-Infantry, Catapults, Town-City, Fort-Castle, Sorcerers, Necromancers in territories without a Town.



Maintenance, most units cost 1 PU to maintain per turn other units are 0 or 2 PU per turn. This dramatically reduces large defensive stacks.



Towns, Cities, Portals, Sorcerer-Towers, Runesmiths each generate 1 PU per turn.



On Turn 0, pre-game, all selected factions have a randomly placed town or equivalent on the map.  This is not always fair  ;-)

 

On Turn 1, each faction of Settlers starts with 30 PU and various units.

 

To help the AI, the 9 factions have themed free reinforcements up to turn 30;

 

The Good Alliance

Imperial          4 free PUs (every even turn 2,4,6 ...)

Dwarf              3 Forts-Castles and Hvy-Infantry (every third turn 3,6,9 …)

Elf                    Bow (every even turn 2,4,6 ...)

Celestials        3 Portals & Hvy-Infantry (Best played by a Human, has 4 unit types)



Dragonkin      3 Dragon & Hvy-Infantry (Best played by a Human, has 5 unit types)



The Evil Alliance

Al Anfa           3 City and Hvy-Infantry (every third turn 3,6,9 …)

Orcs                Lots of Lgt-Infantry (every even turn 2,4,6 ...)

Undead          Hvy-Infantry (every third turn 3,6,9 …)

Demons         2 Sorcerer-Tower and Hvy-Infantry (every third turn 3,6,9 …)




Units:

Each Faction shares some or most of the following units;



Lgt-Infantry            Can be placed almost anywhere, are also Marines

Hvy-Infantry          Good at defence

Bow                         Good v all units that move

Spear                      Good v Cavalry and Flyers

Lgt-Cavalry             Fast moving Blitzers

Hvy-Cavalry           Good at riding down all moving ground units except Spear

Catapult                  Can be placed almost anywhere.

Good at taking Forts, Castles, Sorcerer-Tower

Forts                       Protect defenders and have 2HP and self-repair 1 per turn

Castle                      Protect defenders and have 3HP and self-repair 1 per turn

Commander          Command and inspire their large army

Necromancer        Command and inspire their army

Runesmith             Produces 1 PU per turn

Sorcerer                Can summon 1 unit in their own territory

Wizard                    Cast Haste on ground units that move 1

Transport               Sea Transport carry 5 Infantry units & a hero

Longboat                Warship can transport 2 Infantry units & a hero

Greatship               Warship can transport 3 Infantry units & a hero




Unique to Factions

Imperial                  Griffin, Greatship

Dwarf                      Runesmith

Elf                            Living-Forest, Eagle

Celestial                 Portal, Angel

Dragon                   Lots of Dragons

Al Anfa                   Winged-Demon, Sea Serpent

Orcs                        Vampire-Bat

Undead                  Necromancer, Vampire-Bat

Demon                   Sea-Serpent, Demonship, Horned-Demon, Winged Demon




Territory Effects:

Desert            Elf:Living-Forests cannot enter Desert

Forest             Elf:Living-Forest gain +1 Attack & Defence

Mountain       Lgt-Cavalry, Hvy-Cavalry, Elf:Living-Forest cannot enter Mountain

Polar               Lgt-Cavalry, Hvy-Cavalry, Catapult, Living-Forest cannot enter Polar



In the above territories Lgt-Infantry gain +1 Attack & Defence

In the above territories Ground units that move 2 or 3 cannot Blitz




Credits:

·         Map designed by Frostion

·         Shield dice images by Cernel

·         Unit Images by alkexr and TheDog (with some images from

https://game-icons.net/ )

·         XML help from Frostion, alkexr  from their previous games and Veqryn for Pact of Steel 2 text

Units: Lgt-Infantry Hvy-Infantry Bow Spear Lgt-Cavalry Hvy-Cavalry Catapult Fort Castle Town City Portal Sorcerer-Tower Longboat Greatship Troopship Sea-Serpent Demonship Commander Runesmith Wizard Sorcerer Necromancer Horned-Demon Living-Forest NA-1 NA-2 Griffin Eagle Ancient-Dragon Dragon Young-Dragon Angel Winged-Demon Vampire-Bat

Nations: Imperial Dwarf Elf Celestial Dragonkin AlAnfa Orcs Undead Demon none

Settlers Age of Tribes